SPELLS
Before setting out on a dangerous journey with her companions, Mialee sits in her study and opens her spellbook. First she pages through it, selecting the spells that she thinks will be most useful on her adventure. When she has chosen the spells she wants (which could mean choosing the same spell more than once), she meditates on the pages that describe each one. The arcane symbols, which she has penned by hand, would be nonsense to anyone else, but they unlock power from her mind. As she concentrates, she all but finishes casting each spell that she prepares. Each spell now lacks only its final trigger. When she closes the book, her mind is full of spells, each of which she can complete at will in a brief time.
A spell is a one-time magical effect. Spells come in two types: arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options. Most spellcasters prepare their spells in advance — whether from a spellbook or through devout prayers and meditation — while some cast spells spontaneously without preparation. Despite these different ways that characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.
Cutting across the categories of arcane and divine spells are the eight schools of magic. These schools represent the different ways that spells take effect. This chapter describes the differences between the eight schools of magic. In addition, it provides an overview of the spell description format, an extensive discussion of how spells work, information about what happens when magical effects combine, and an explanation of the differences between the kinds of special abilities, some of which are magical.